Hi zonk,

hope you will get quickly familiar with the OpenGL 4.0 tessellation shader. In 
my opinion there will be no alternative if it is possible to integrate it into 
your application. 

My research  involves the ability to visualize high detailed road geometries in 
real-time. There was no problem to visualize with a resolution of 1cm (That was 
sufficient for my purpose).

For smoothin stuff have a look at Vlachos et al. "Curved PN Triangles" or Loop 
et al. "Approximate Subdivision Surfaces with Gregory Patches for Hardware 
Tessellation".
Especially the "Curved PN Triangles" approach is well documented including 
OpenGL 4.0 shader implementation. 

Let us know what your final conclusions are.

Best regards

Holger

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=36528#36528





_______________________________________________
osg-submissions mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org

Reply via email to